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Radiosity and hybrid methods

Published:01 July 1995Publication History
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Abstract

We examine various solutions to the global illumination problem, based on an exact mathematical analysis of the rendering equation. In addition to introducing efficient radiosity algorithms, we present a uniform approach to reformulate all of the basic radiosity equations used so far. Using hybrid methods we are able to analyze possible combinations of the view-dependent ray-tracing method and of the low-resolution radiosity-based method, and to offer new algorithms.

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  1. Radiosity and hybrid methods

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        Frederik W. Jansen

        Most light reflection models in computer graphics separate the calculation of the diffuse (matte) reflection from the specular (glossy) reflection. Both kinds of reflection can very well be simulated with Monte Carlo ray tracing methods, but these are expensive. Radiosity methods are cheaper but do not handle specular reflections well. As most of the computing time for ray tracing is spent on sampling of diffuse reflection, so-called two-pass methods have been developed; the diffuse sampling in the ray tracing algorithm is replaced by taking a precomputed radiosity value. However, the separation of the reflection can also be done later, after several reflections, that is, after several recursions of the ray. The authors elaborate on this topic; they also present more efficient progressive radiosity and more effective ambient shading methods. The problem with this paper is that it was submitted to <__?__Pub Fmt italic>Transactions on Graphics<__?__Pub Fmt /italic> in 1989, but only appeared in the July 1995 issue. Even for <__?__Pub Fmt italic>Transactions on Graphics,<__?__Pub Fmt /italic> this is quite a lengthy delay. Who is to blame__?__ Mainly the authors, I fear. The paper lacks any clear structure. The first part only treats radiosity and contains material already published by the authors elsewhere (in 1989, in fact). The second part of the paper<__?__Pub Caret> is on the hybrid methods and could have made an interesting paper if the different versions of the algorithm had been illustrated with examples showing the effects on rendering time and image quality. In the meantime plenty of others have done just that, making this paper interesting only as history.

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